Team-Based Multiplayer + Medieval War + Building game. Build castles or freeform constructions as a medieval Builder. Attack the enemy and fight in sword duels as a Knight. Defend your castle with your bow as an Archer.

Recent Reviews:

Very Positive
(34)
- 85% of the 34 user reviews in the last 30 days are positive.

All Reviews:

Very Positive
(2,448)
- 83% of the 2,448 user reviews for this game are positive.

Downloadable Content For This Game

November 27

A small "rolling" release on last build, fixing a few regressions and a small collection of fairly long-standing minor bugs. Nothing huge, but should set us up with a more clean slate for the next build.

The hero on their way to save the princess thinking about which of these bandits to shoot first

Added:

Entities that are inside an inventory no longer have the option to collide, which should improve performance on maps (and modded servers) with lots of blobs lying idle in storages. We feel that this is the expected behaviour anyway, but any modders affected by this please get in touch ASAP.

New emotes work from the emote bindings config file, and emotes can be input there by name instead of by number (check EmotesCommon.as for the names). The emoticons have also been slightly reworked based on community feedback, though there's still a bit more work to do there! Note: they are not yet added to the emote menu because of an unresolved issue with the menu growing too large with so many emotes. We'll be looking at a few options soon.

Fixed:

TDM map loading issues introduced by the map loading optimisations last build - no more missing chests or spikes, sorry about that folks!

Unreliable crash on exceptionally small maps with minimaps turned on.

Forever-broken emote menu if it was left open upon nextmap. This one had been in game since at least classic days, possibly as long as the emote menu has been around. Good to see it laid to rest.

Map borders on "cave" TDM maps was incorrectly semi-transparent, which led to a strange seam at the top of the map. The semi-transparent border is still there for open-topped maps.

There are also a few under-the-hood networking optimisations, and we'll be investigating more soon.

Have Fun!Max

Full changelog:

[added] blobs inside an inventory skip their scripted doesCollideWithBlob checks and don't collide
[fixed] leak in minimap code + optimised minimap update on nextmap
[fixed] crash with small maps with the minimap on
[fixed] broken emoticon menu on nextmap if it was open
[added] g_forceresolution to deal with bad resolution detection (thanks asu)
[fixed] fade area above map on "closed"/"cave" maps was incorrectly transparent
[fixed] chests and spikes stopped loading from maps (thanks asu)
[added] emote names for custom bindings + new emotes "work"
[modified] some mote emote changes based on feedback - still work to do though!

November 20

Quite a lot of community contribution in this one, as is becoming a pattern. This is great to see!

It's good to see this make it through to the public. Sorry for the wait - I know it has been a few weeks coming. We've had some back and forth on a few of the changes, and I've been sick on and off the past few weeks. I'm healthy again now, so fingers crossed we can continue with smaller "rolling" updates.

This build includes about 150 commits across over 120 files to the base repository and about 40 commits across over 200 files to the engine repository, so it's no small patch. The build includes contributions from Myself, MM, Furai, Asu, Fuzzle, and Diprog.

I got a lot of engine-side work done on translations, fixed a few regressions from last build and got a few miscellaneous work items done.

I also added some work-in-progress emoticons from recent discussion in discord to the sprite-sheet for use. We welcome feedback on these emoticons but they should not be treated as necessarily a permanent addition; we'll figure out which ones have a place in the game and which don't soon enough. They are only available through the config file currently, so to save you the trouble, here's a look at them - note that a few of these are just touch-ups, most are new.

MM actually spent some time in the codebase, to partly address the precache issues causing crashes and other issues when swapping servers and swapping between local gamemodes and online play. There are still some ongoing glitches to look into, but it's quite an improvement over how things were before.

Fuzzle has been sitting exams but completed a refactor of the materials scripts and configuration files. This shouldn't affect mods from what I can tell, it just cleans up the code a little.

Diprog and the rest of the Russian translators have helped extend the translation support a huge amount, and provided RU translations to match. This includes menu translations, gamemode and UI translations, a few tricky edge cases with descriptions, and indicating requirements for improved support for unicode and localisation within the engine.

Asu has been very productive this month; There is a new profiler, improved map loading performance, a fix for a long-standing linux bug, more french translations and a handful of smaller things as well - check out the changelog for more info.

It's quite a "technical" addition, but the new profiler will help vanilla devs, contributors and modders diagnose and fix performance issues in their scripts and in the engine. It profiles both engine-side tasks and all script hooks, can sample at a reduced rate, and reports multiple metrics per measurement. It's also gentler on performance than the previous profiler. Scripts are in yellow, engine tasks are in grey.

To turn on profiling, use /g_measureperformance 1 in the console on startup or once the game is loaded, and then /performance to dump the current performance statistics. You can clear out the existing samples with /performanceflush - perhaps if you want to measure performance around a specific event. Because of the slight performance overhead, this setting is turned off each startup, so setting it in your auto-config won't work.

Big thanks to all the contributors!

Outside of the game, our Discord Server also got verified which means we have a fancy new invite link and higher performance voice servers. We're currently hovering around 900 members, and as ever it's onwards and upwards! Thanks so much to the discord admins for their tireless efforts and to the community for rallying behind the server so well.

Enjoy the update!Max

Full changelog:
Translations:
[added] (work in progress) menu translation ability
[added] AddGlobalMessageReplacement to handle serverside messages still needing translation clientside
[modified] significantly extended translation capability (Joint KAG dev and RU translation effort)
- see the RU translation json for the probably-most-up-to-date strings
[added] more RU translations (thanks Diprog + RU translation folks)
[added] more FR translations (thanks Asu)
[fixed] TTH TradeItem translation issues
[added] linux dedicated server is forced to EN locale with a warning if it was something different.
This means we can rely on translated strings from server still being in english for re-translation on client (eg descriptions).
Performance/Optimisation:
[modified] improved map loading performance (thanks Asu)
[removed] irrlicht enums no one uses/should use anyway (thanks Asu)
[removed] legacy map generation for smaller compiled size and fewer dependencies (thanks Asu)
Miscellaneous:
[added] material script and config refactor (thanks Fuzzle)
[added] new profiler (thanks asu)
[updated] cruxiat head
[modified] better/more consistent descriptions in some challenge missions
[modified] Similar matches are prioritized over soft matches (thanks Asu)
[fixed] precache and scripts force reload after disconnect (thanks MM)
[reverted] verra's change from last build (sorry Verra)
- people are suspicious of this change currently so we should run a week or two without it and see if the suspicions hold up.
[added] new emotes to spritesheet (can be used through config file only at this stage, treat these as unfinished and might vanish)
[updated] new discord link (thanks fuzzle, congrats discord folks)
Linux/OSX:
[fixed] linux DLC heads and main menu background issues (thanks Asu)
[modified] enabled SSE2 on mac and linux for performance (thanks Asu)
Modding Compatibility:
[important] map loading changes are likely to bite anyone with a custom map loader if it's based on BasePNGLoader.
Lowest effort fix would be getting the old BasePNGLoader from github, renaming it to OldPNGLoader and including it in your mod directly.
Better fix would be observing the changes that have been made and applying them to your own loader
PNGLoader::handlePixel's signature is the main change - contact Asu for help in discord if you need it!
Anyone only using customblocks.as should be unaffected though, as nothing has changed there.
[minor] new serialisation for TradeItem in TTH
If you use/abuse the TTH trading system this is something to be careful of
Check the changes to TradingCommon.as if you want the details.

About This Game

Team-Based Multiplayer + Medieval War + Building game

If you like total freedom in the way you conquer the enemy this is the ultimate war game for you.

DESTROY the enemy castles with physics and explosives

BUILD Defenses With Freeform Building

Use the environment to BURN or drown enemies

DRIVE siege machines with your teammates

Freedom to run, board ships, DIG tunnels or fly in the air

Interact with a LIVING animal and plant world

FIGHT with 32 unpredictable humans in multiplayer

Singleplayer, cooperative and competitive game MODES

CUSTOMIZE with 60+ unique heads

CREATE your own adventure with community created mods & scripts

King Arthur's Gold blends the cooperative aspects of Lost Vikings, mashes them with the full destructibility of Worms and the visual style and action of Metal Slug, brought to you by the creators of Soldat.